Description

In the world of the Odd Gods players experience a mind-bending first-person adventure like no other as they discover the magical power of the TRI. By creating triangles that can be used to solve puzzles and traverse the landscape, adventurers hunt for mystical totems and master a wide range of abilities such as reflecting light, scaling sheer heights and even defying gravity!
With every twist of a corridor, every raised gantry, every new floor of towers and dungeons in the Odd Gods' world, TRI challenges gamers to think outside the box and find new ways to overcome seemingly impossible obstacles.

History

The first prototype was made by Friedrich for Ludum Dare #20 (theme: "It's dangerous to go alone, take this!") in 2011. In January 2012 we decided to make a full game out of this concept, due to the encouraging comments we received for the short Ludum Dare version.
From January to June 2012 we developed several story ideas, looks, environments and approaches to leveldesign. Soon after that time we released the first purchaseable alpha version for everybody to playtest. This short-typed text excludes every struggle we had with the TRI at this time. The versions that were built and scrapped and built and scrapped... To show you all the designs and endeavor in detail go ahead and watch our Making-of series on YouTube (linked below).
Although we received great feedback and felt motivated to continue our journey, we had several problems with the design and workflow. In September 2012 we put our game on a hiatus to work on a contract game for the local zoo. For half a year we worked on this game about the nearly-extinct rhinos of Sabah. Although it was planned to work on TRI after finishing the real-time building game SABAH, we sometimes doubted if we should continue working on TRI or rather create a new project with a scope that was more managable for a two-person team.
Well, we didn't. Instead we took the time off to get a fresh perspective on TRI and created a brand new look that was released in March 2013. Until the release in October this year we created 16 levels, overhauled the characters, added an individual look and infrastructure to every level, found a voice for the Monk (Harvey Cash), received a fantastic soundtrack by Ludwig Hanisch and achieved to finish TRI.

Features

freestyle first-person puzzle exploration adventure platformer

with braincrafted level-designs

build triangles to overcome abysses, reach unknown places, and walk on the walls and the ceiling

reflect light rays, dangerous lasers and floating spirit creatures

explore the halls and dungeons of TRI, collect treasures and solve puzzles

"There is such a unique feel to it, and I got completely sucked into the gameplay" - Bonnie Burgette, Indie Game Mag

"I knew the game had taken hold of me when I was at work running through possible solutions in my head to try out when I got home that evening, and it has been a little while since a puzzle game has had that effect on me." - Chris Dahlberg, Cosmogaming

"TRI's level design reminds me of Zelda dungeons mixed with Dark Souls--though with a much brighter atmosphere, engineered to be explored from every angle." - Bob Mackey, US Gamer

Additional Links

Our diary on IndieDB
See the very first images, art works and sketches for TRI. indiedb.com.

About Rat King

Boilerplate
Rat King, that is Jana Reinhardt and Friedrich Hanisch. They love to make weird game experiences - most often with first-person perspective - that enable players with more freedom than walking through tubes. Their emphasis lies on mainstream-incompatible designs, atmosphere and characters. This is why they participate in game jams regularly, where one can work quickly and intensely on new ideas with like-minded people. For their creations they often use Photoshop, 3dsmax, Unity, coffee and mild confusion.

More information
More information on Rat King, our logo & relevant media are available here.